Comments (10)
@AlexisHuvier @n77y Fix is now in the 4.5.0.4 release.
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I'm proven wrong about the default font.
I have made a pr with a fix for this bug #185.
This was the result of a fix for another bug. That fix changed all the string conversions from UTF8 to ANSI. Issue is that raylib uses UTF8 for drawing text not ANSI.
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@n77y Thanks for looking into this issue. Few changes needed on your pr then it can be merged.
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Looks like bug was introduced here #173
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@AlexisHuvier Can you share a code example for this issue?
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@AlexisHuvier Can you share a code example for this issue?
I don't have now because it in a big project.
If it's needed, i can make it
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Just a small example drawing the text that is not showing correctly and the name of the font used.
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Just a small example drawing the text that is not showing correctly and the name of the font used.
Screens in the first message used extern font but with DrawText there is the same problem. So i used it to make this example :
private static void Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "Test");
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
BeginDrawing();
ClearBackground(Color.RAYWHITE);
DrawText("éèàùè&", 250, 20, 20, Color.DARKGRAY);
EndDrawing();
}
CloseWindow();
}
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Wouldn’t this be expected with the default font? I don’t believe there are any additional characters beyond ASCII in the default font.
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Wouldn’t this be expected with the default font? I don’t believe there are any additional characters beyond ASCII in the default font.
With the same code, 4.5.0.2 make this result :
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